After finishing all regular acts of Battle of the Birds, Hat Kid has now starred in two of each
directors' movies. Based on her performance in a movie led by the corresponding director, a score
will be assigned to it, which will add up to a total score on that director's side. The director with the
higher overall score will earn to himself that year's Annual Bird Movie Award.
Upon selecting the Finale, a prompt will show up, asking Hat Kid if she's really sure to congratulate
the winning director. If she says yes, another prompt will come up, making an excuse to convince
her not to do so. If she declines, Hat Kid has the freedom to revisit the movies, and try to perform
better to alter the results.
Entering the Act, the winner can be seen on a stage, thanking his audience. When Hat Kid talks to
him, depending on who won, the interaction can be a bit different.
The ConductorDJ Grooves
If the Conductor was the winner, he'll tell Hat Kid that her contribution to his victory was small and
insignificant, and that she could sell her reward for dimes and nickels on eBird.
If DJ. Grooves won, he'll thank Hat Kid for what she's done for his victory, and just being grateful
for her contribution.
In either case, the winner will give Hat Kid the sixth Time Piece of Chapter 2 with seemingly
no additional catches, making for a rather anti-climactic ending.
However, upon returning to the Space Ship, the music becomes distorted and, upon reaching the
exit of the Machine Room, a telephone similar to the one on Murder on the Owl Express will ring,
the doors locking shut. The Phone Tipper will inform Hat Kid that the Annual Bird Movie awards
were rigged, and that the winner has a Time Piece. Depending on who won the Annual Bird Movie
awards, the Phone Tipper's outro will change.
DJ Grooves WonThe Conductor Won
Blow the cover on this thing, lassie.
Blow the cover on this thing, darling.
The doors will unlock, and upon returning to the telescope, Act 1: Dead Bird Studio? will be
highlighted.
Infiltrate
The act starts at the Dead Bird Studio's entrance, now night and the lights are all off. Despite this,
many cars are still parked outside.
As the studio is closed, no obstacles will function and there is no security, allowing for relatively
easy traversal. The first moving platform will not function, so Hat Kid will have to make the leap to
the train heist set herself. Walking alongside the platform, into a sheltered room, Hat Kid will meet
a dead end, as the moving platform that takes her to the next section of the Studio is disabled. This
forces her to enter the elevator in the middle of the room, which was inaccessible before.
The act's titlecard will load in, now properly titled "Award Ceremony".
B1
Titlecard for entering the basement.
A long elevator ride scene will play out. As the elevator descends, the basement can be seen through
the bars, showing the act's platforming sections in advance.
The elevator opens, Hat Kid will see herself in a water-damaged, concrete facility. Walking through
the hall, "B1" can be seen on the wall. Right after is a shelf with boxes inside, and two active
cameras blocking the way. Hat Kid will have to double-jump and climb to the top of the shelf to
progress. Dropping down from the shelf, it's a dead end with piles of paper, so she'll have to get
back up and balance on a wire in order to progress. Jumping on a blue platform over the wall, Hat
Kid will drop down to another pile of paper. They're seemingly unpaid bills, indicating that the
Studio is going under a rough financial situation.
Walking down a stairway, Hat Kid will get out of the shelter to a large area with high ceiling.
Walking past some signs, she'll meet another dead end. This forces her to maneuver on wires and
pipes above a bottomless pit to progress.
After jumping from wire to wire, Hat Kid can be launched up to a concrete platform via a spring
board. Here, she can hear the winner talking through the basement walls.
DJ GroovesThe Conductor
Oh, I think we should just smash it, darling. Although, maybe all that magic time juice is just gonna.
.. escape from us.
I kept this Time Piece completely... secret. Shhh! The little lass doesn't know about it! No one t
old 'er, right? Good! She's got plenty, she don't need this one!
Making her way on top of some crates, Hat Kid will end up on top of a sheltered room, with a
walkway extended out that leads to a yarn. Going the other way, she can jump on top of some pipes,
and get to a catwalk higher up. Some hookpoints will hang out at the end of the catwalk, allowing
Hat Kid to swing to the other side of the room.
She'll end up on a platform at the top of the room. Here, shelves filled with movie tapes can be seen,
in which none of them Hat Kid has heard of. Their titles are all bird puns.
In-between the shelves is the door leading to B2.
B2
Entering B2, towers upon towers of crates and boxes are the first thing Hat Kid can see. Many of
them are interactable, describing what their labels say, in which most of them are references to
common terms in movies and TV series. To progress, Hat Kid will need to find a box labeled
"Jonbar Hinges". A Sprint Yarn can be found right up ahead on a high platform, and if Hat Kid
continues going forward, a box labeled "Red Herrings" can be found. This is poking fun at her for
going in the wrong direction. However, that's aside the point. Turning left at the Jonbar Hinges box,
Hat Kid can jump on crates that act as elevated platforms to ascend through B2. If the No-Bonk
badge isn't equipped, some dive-cancel timings are required to wallrun up the towers of crates. After
jumping on a spring, dropping to a lower platform and going up again via bouncing on a sandbag, a
pon cluster can be found on a rope. Going over some more platforms, another labeled box can be
found. This one is "ticking clocks", in which Hat Kid, upon reading, will think of an advanced one,
and shiver.
Here, the muffled voice of the winner can be heard again.
DJ GroovesThe Conductor
I kept this Time Piece just for myself. The little darling girl doesn't even know it exists! I don't
think she'll miss it. She's got so many!
Agh, maybe we should blow it up! I've got the bomb from Train Rush here. Ah, should I use it? Wai
t... Maybe I should save it in case someone shows up! Ehehehehe...!
Moving forward, a railing can be seen poking out from a ledge. Hop up to it, and enter the big
entrance to another room. The next room of B2 is filled with metal scaffoldings, and has a green
power plate in the middle, as well as red wires going out from a power box. Stepping on the green
power plate, it will be activated, and the camera pans to the left, locking on a springboard.
Bouncing up to a platform, Hat Kid will have to make a leap to the platform with steel mesh and a
camera. After going behind it to avoid being spotted, a table of C.A.W Agents can be seen.
Avoiding their sight and climbing onto some steel beams, a platform with footprints can be seen. On
it is the second power plate. From here, Hat Kid can go in two separate ways. It is recommended to
get down to the platform with a camera first, and follow the red wire to another power plate, as this
route contains 2 Heart Pons, which is immensely useful if Hat Kid is hurt. Be careful of the Moon
Penguin strolling around on the platform above the first Heart Pon. After activating the power plate,
jump down to the previous power plate, and look to the right about 45 degrees. An extended
wooden ledge can be seen, which Hat Kid can use to dive to a platform ahead. Three falling
platforms are right next to it, jump through them quickly, and wall-run to the final power plate.
From there, it would be safer to maneuver down from the top to avoid fall damage instead of
immediately dropping down, as there won't be many Heart Pons in B3. Head onto the darkness
ahead, to enter B3.
B3
The final floor before the confrontation.
Entering the floor, a static screen in front of many seats can be found. Hat Kid will be standing
between two parallel walls, which can be used to wall-jump up to a catwalk above. If needed, to the
left side of the room is a Heart Pon. Either way, an entrance can be found on the right, which leads
to the underground production facilities. 2 cameras will be blocking the catwalk, so Hat Kid will
have to drop down to move past them. At the end of the hallway are some crates, which can be used
to get back onto the catwalk, bypassing the cameras below. Dropping down again, a door is open to
what seems to be DJ Grooves' room, in which posters to his movies can be found. Another door is
right next to the first, which Hat Kid can go through, and progress. However, she can climb up to an
elevated walkway above the mirrors, and enter what looks like DJ Grooves' bedroom. The room is
painted with black and magenta, alongside with golden trims. In the middle of the room is an
excessively gaudy bed, and in the corner is an equally excessively hand-dryer. Around the room are
mountains of trophies, possibly being DJ Grooves' collection of awards he never really won. On top
of a trophy tower is a comically large key, which can be collected via jumping from the top of the
bed.
Exiting the room to the hallway, the winner's muffled voice can be heard for the last time.
DJ GroovesThe Conductor
I remember seeing these Time Pieces a long time ago, and I knew I couldn't pass up the opport
unity to crush one.
CRUSH IT! C'mon, what are yer, chicken?! Just... HAMMER IT! Oh, wait, will the juice flow out?
Ah-- We need the juice!
A Sprint Yarn is up ahead, in the greenscreen room, past the first open door. To grab it, jump on top
of some crates, and onto the paper rocket. Balancing on the wire will lead Hat Kid to the Yarn.
Going back to the first door, is a room with wooden shelves and boards. A camera blocks the way,
so Hat Kid will have to climb on top of the shelf to the right and go above it. Another hallway is
ahead, this one with two whiteboards. the first one has a drawing of Mustache Girl, with the text
"Mu was here", and "Hat Kid Smells". To the end of the hallway is the second whiteboard, likely
belonging to one of the directors. To Hat Kid, it "looks like ramblings of someone very close to
running out of movie ideas", and that there is more than 7 instances of the word "reboot" on the
board.
Entering the next room, many cameras and posters of the Conductor's films can be found. In order
to get through, Hat Kid will need to use the hookshot to go above the cameras, swinging to the top
of a cabinet full of trophies. An open vent is right above, which Hat Kid will need to go through.
The room up ahead has even more posters for Conductor's movies, in which Hat Kid comments to
have "Turned out pretty well". That aside, a line of sandbags can be found inside this room. Hat Kid
will have to use some of the outfit hangers to reach them, and progress to a vent that leads to the
catwalk outside.
Following a trail of Pons, a room with a pit leading down to some spinning fans can be found. a
glass panel is blocking the way, so Hat Kid will have to drop off a bit and double-jump or dive
ahead, climbing on the wall to get to the other side and avoid the fans below. Exiting the room, Hat
Kid will end up at the second hallway, where the greenscreen room and DJ Grooves' room can be
found, but now she's on a catwalk. An open vent is right there, serving as a one-way drop. So if the
key hasn't been collected, now's a good chance to do so. Dropping down, a locked door can be
found. Hat Kid can use the key to open the door, which will reward her with a relic inside. Though,
if she hasn't collected the key, the level can still be progressed through, as the elevator leading to the
final section of Award Ceremony is on the opposite side of the room.
Entering the elevator, a new titlecard will load in, depicting the winner on a stage.
Confrontation
The two Titlecards before entering the boss battle.
Down one final elevator ride, Hat Kid will end up at an underground stage, with the winner on it,
and his crew on the side. He explains to Hat Kid that the Timepiece is all his, and that he won't give
it up without a fight.
Although the winner might not be the same for everyone, the battle will be mechanically identical.
As their attacks have little distinction from eachother, and even their hitboxes are the same, bigger
DJ. Grooves size. Unlike the bosses of Chapter 1 and 3, the director will not turn blue, but will be
vulnerable whenever Hat Kid can approach and smack him in the face. The fight will get harder as
it progresses, being soft-divided into three phases, with the director taking a total of 23 hits before
being defeated.
In the first phase of the battle, The Director has four unique attacks: a dive-bomb from the left or
right balcony that aims directly at Hat Kid; whistling for stage lights to fall onto the arena; jumping
down from the stage for a wrestling-style slam; and dropping down on a disco ball that sends out a
shockwave.
As the battle progresses, The Director gains extra attacks: darkening the arena as he charges at Hat
Kid with a knife; rapidly stabbing the air while slowly approaching Hat Kid; and calling upon cars
to circle Hat Kid, then jam into each other in the center of the arena. On top of the Disco Ball Drop
being able to fakeout with a delayed fall, The Director can create photo copies of himself to
magnify the effects of both the knife charge and the disco ball drop. The slam attack is gone at this
point, and the balcony drop is also absent.
Halfway through the fight, the stage will black out. A Bird will appear on the stage with a piano,
playing the tune "Heart to Heart". A table will appear in the middle of the arena, with The Director
inviting Hat Kid to sit down, as he wants to have a "Heart To Heart" with her.
The Conductor WonDJ Grooves Won
Upon sitting down, The Conductor will reveal to her the purpose behind his desire to keep the
Timepiece. Being that he wants to right the loss that was "Annual Bird Movie Award #42", in which
DJ. Grooves won. Hat Kid can either tell him "Maybe" or "Nope" when prompted if he could keep
the Timepiece. If Hat Kid says "Maybe", he thanks her, but then declares that she cannot leave the
room without dying because he cannot risk DJ. Grooves finding out he cheated. If Hat Kid says
"No", he will tell her that she is a greedy young lass, and that she was going to have to take it from
him by force.
Sitting down at the table, he will tell her that the reason why he wants to keep the Timepiece. In
which, it's because he thinks The Conductor cheated his way to getting all the previous trophies, and
that he wants them back to their "rightful" owner - himself. Hat Kid can either tell him "Maybe" or
"Nope" when prompted if he could use the Timepiece. If she replies with "Maybe", he thanks her,
but tells her that she cannot leave the room without dying, because he cannot let the Conductor find
out. If she replies with "Nope", he will tell Hat Kid that she is persistently selfish, and that she is
going to have to take it from her.
Either way, The Director will proceed to strap a bomb onto Hat Kid, giving her a 80 seconds time
limit before she explodes.
The Director will continue to attack Hat Kid with a new set of moves: taking out large sawblades,
and sliding them across the floor in sets of three (one aimed directly at Hat Kid, with the others
slightly to the left and right); jump up to the balcony to toss out several sets of sawblades, before
doing the balcony drop from the first phase; and running around the arena, taunting Hat Kid about
how the bomb will explode soon. Hat Kid now needs to smack him a couple times, before the
losing director steps in, saying he will find a way to defuse the bomb. After attacking him some
more times, The Loser will put out a defuser, and direct Hat Kid over to him so he can cut the
bomb's fuse. When this is done, both the bomb and the timer will disappear, saving Hat Kid's life,
and finally allowing her to defeat the sore winner.
The Battle enters its final phase. In frustration of the bomb being defused, The Director will send
four knife-wielding parade owls to follow Hat Kid around, in an attempt to stab her. Most attacks
gained leading up to the second phase are absent, with The Director doing the attacks from the first
phase, with the knife swinging attack additionally. Upon taking six more hits, The Director will be
defeated, falling unconscious on the floor.
The Timepiece will appear, allowing Hat Kid to take it, ending the story of Battle of the Birds for
real.
Strategy
• As most of the level require a considerable amount of vertical traversal, the Hover
Badge is recommended, to prevent accidents from falling.
• B2 & B3 sometimes require Hat Kid to dive-cancel into walls and wall-run. Therefore, to
make things easier, the is also recommended, as with it, Hat Kid can dive straight into a wall
and automatically perform a wall-run without having to cancel the dive.
• In conclusion, the ideal loadout should be Hover Badge, and Hookshot Badge.
• During B1, navigating through the wires could be quite challenging. By jumping a couple
times on a wire when it's stretched can give Hat Kid considerably more height, allowing for
easier alignment.
• Furthermore, it is discouraged to dive, or dive-cancel into wires, as the timing is
much more awkward and difficult.
• From B2 onwards, many cameras and watchers can be in unexpected spots. The
Camera Badge is recommended to investigate what's ahead, before heading on.
• On the second room of B2, following the red wires will lead Hat Kid to an unactivated
power plate. If she's ever lost, this would be very useful.
• It's easy to get lost in B3, so taking distinguishing features of certain rooms/hallways in
mind would be a good idea.
• In the boss battle, it is recommended that Hat Kid equip a different loadout of Badges.
• When damaged, the director will often drop Heart Pons. Therefore, the Item
Magnet Badge is recommended for easier collection.
• Using Hats will make the battle a lot less difficult. With this in mind, the Fast
Hatter Badge is recommended.
• Sometimes, when Hat Kid dives, she can bonk into the stage, or the elevated
platforms on the two sides. The No Bonk Badge can be used to prevent this.
• With this information, the ideal set of badges should be No Bonk Badge, Item
Magnet Badge and Fast Hatter Badge.
• In the boss battle against the director, try to be in the air for as long as possible during his
attacks. As he does not have anything to combat against an airborne opponent.
• With this in mind, the Sprint Hat is not recommended. As Sprint-Jumps will nullify
Hat Kid's double jump.
• The Dweller Mask and Kid's Hat are also not recommended, as they serve no particular
purpose in this battle.
• If dodging isn't a problem for Hat Kid, the Brewing Hat is recommended for quick damage.
• Charging up an explosive when the director is performing his attack animation, and
throwing it right when the attack window is open makes for easy damage, as the
Explosives from the Brewing Hat has homing capabilities.
• If dodging is too difficult however, the Ice Hat is recommended instead. As Hat Kid will
gain two invincibility hits in her ice statue state.
• This is especially useful in the first & second phase of the battle, as virtually no
attack, except the disco ball, can damage Hat Kid when she's an ice statue.
• Though, in the final phase with the owl band, use of the Ice Hat is discouraged, since losing
mobility will put Hat Kid to a painful death.